Generative World Renderer
Organizations: Alaya Studio, Shanda AI Research Tokyo · National Taiwan University · The University of Tokyo · National Yang Ming Chiao Tung University
Abstract
Scaling generative inverse and forward rendering to real-world scenarios is bottlenecked by the limited realism and temporal coherence of existing synthetic datasets. To bridge this persistent domain gap, we introduce a large-scale, dynamic dataset curated from visually complex AAA games. Using a novel dual-screen stitched capture method, we extracted 4M continuous frames (720p/30 FPS) of synchronized RGB and five G-buffer channels across diverse scenes, visual effects, and environments, including adverse weather and motion-blur variants. This dataset uniquely advances bidirectional rendering: enabling robust in-the-wild geometry and material decomposition, and facilitating high-fidelity G-buffer-guided video generation. Furthermore, to evaluate the real-world performance of inverse rendering without ground truth, we propose a novel VLM-based assessment protocol measuring semantic, spatial, and temporal consistency. Experiments demonstrate that inverse renderers fine-tuned on our data achieve superior cross-dataset generalization and controllable generation, while our VLM evaluation strongly correlates with human judgment. Combined with our toolkit, our forward renderer enables users to edit styles of AAA games from G-buffers using text prompts.
Figures & tables
| Depth | Normals | Albedo | Metallic | Roughness | ||||||||||||
| Abs Rel | RMSE | RMSE log | AngularError | [email protected] ∘ | PSNR | LPIPS | si-PSNR | si-LPIPS | RMSE | MAE | RMSE | MAE | ||||
| RGB X | - | - | - | - | - | - | 78.05 ∘ | 0.035 | 8.74 | 0.619 | 20.11 | 0.626 | 0.510 | 0.503 | 0.349 | 0.313 |
| DNF | 0.862 | 0.026 | 0.918 | 0.361 | 0.610 | 0.762 | 53.21 ∘ | 0.065 | 13.84 | 0.702 | 15.59 | 0.701 | 0.245 | 0.183 | 0.566 | 0.543 |
| DR | 1.118 | 0.030 | 0.723 | 0.267 | 0.496 | 0.684 | 45.01 ∘ | 0.110 | 17.53 | 0.648 | 19.90 | 0.646 | 0.230 | 0.134 | 0.281 | 0.237 |
| Ours | 0.697 | 0.023 | 0.430 | 0.609 | 0.761 | 0.852 | 42.57 ∘ | 0.150 | 16.44 | 0.628 | 21.44 | 0.635 | 0.104 | 0.024 | 0.266 | 0.218 |
| Depth | Albedo | ||||||||
| RMSE | RMSE log | PSNR | LPIPS | si-PSNR | si-LPIPS | ||||
| RGB X | - | - | - | - | - | 8.69 | 0.613 | 16.69 | 0.595 |
| DNF-Intrinsic | 0.249 | 1.090 | 0.371 | 0.590 | 0.710 | 13.16 | 0.546 | 13.68 | 0.535 |
| DiffusionRenderer | 0.268 | 0.911 | 0.331 | 0.560 | 0.707 | 14.87 | 0.505 | 17.46 | 0.497 |
| Ours | 0.220 | 0.745 | 0.478 | 0.649 | 0.776 | 15.40 | 0.486 | 17.80 | 0.491 |
| Depth | Albedo | |||||||
| Method | RMSE log | PSNR | LPIPS | si-PSNR | si-LPIPS | |||
| Ours | 0.773 | 0.467 | 0.649 | 0.756 | 15.73 | 0.513 | 17.37 | 0.513 |
| Ours (w/ motion blur) | 0.745 | 0.478 | 0.649 | 0.776 | 15.40 | 0.486 | 17.80 | 0.491 |
Inverse Rendering
Inverse rendering estimates scene geometry, materials, lighting, and other causes of images from observed visual or sensor data.
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